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  [v.2.62c] Jerkin of Fortune Passive
Posted by: Kyratio - 08-05-2022, 09:29 PM - Forum: Bug Reports - Replies (1)

Not sure if this has been posted already, or if it's a typo or what. Sorry if so! I did look around and didn't get any results, SO.

I recently picked up the Jerkin of Fortune in Korvara as a random drop from a mob. I've been using it, and I noticed that it's only increasing my luck by 1 even though the tooltip says 5.

[Image: unknown.png]
[Image: unknown.png]

And for proof that it's not just level 1 and giving 5-

[Image: unknown.png]
[Image: unknown.png]

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  Enchant Shield buff
Posted by: Shujin - 08-05-2022, 07:38 PM - Forum: Balance Fu - Replies (5)

I saw someone use Enchant shield, like once in a millenia, against my dancer.

I Ice Slided against him and was expecting to get massive damage back...I did not. Armor of nails however works that way.

Can we have Enchant shield retaliation damage to work against everything in melee range instead of just basic attacks? its already terribly underused because of how niche the set up is.


yes this is a reverse salt topic. Let me die to enchant shield when I dance against it like an idiot.

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  Monk- Ki Reawakening
Posted by: Shujin - 08-05-2022, 02:25 PM - Forum: Balance Fu - Replies (10)

Monk has a few things that need a retouch but I want to focus exclusively on one skill that lost its bite ever since GR.

Ki Awoken is a skill thats very fun, but pretty much almost never effective to use, dispite being a huge stat stick because you never really outdo the damage you take yourself and a lot of MAs range has also dropped with the Shukichi nerd and so its alot easier to outplay on top of that now.

The costs for it are ramping up too fast, and too high for it to be every truly useful. The only times I do actually see it used in a 'useful' way is by selfstun abuse and mayelia armor and thats kinnnnda lame (I say as someone who abused the hell out of it). So I would like to suggest a Reimagination of the skill that keeps the risky nature but has the good increase of power in mind.

So I suggest a few changes that I think would make it interesting:

  • -HP drain starts at 1% HP and increases by +1% per round (caps at Ki Awoken Rank(or rank*2 I think rank is fine 5% is nothing to scoff at), so with spirit 6. gives you the option for less stats for less costs)
  • -Change the Stun mechanic based on Ki/2 per round (30 KI=15% stun chance on round start)
  • -Raise KI cap to 60 (this means stronger finisher moves if you GAMBLE to get up there or get stunned)
  • - Add a 60 Ki 'Reward' to Setting Sun/Kadouha to spiff them up a bit more (probably wanna cap setting suns range/damage less we get an actual map wide sun nuke)
  • -Shukichi range is doubled when used in Ki Awoken (To show their speed increase, and have geldoren back to atleast reaching its own knockback, possibly Dense thunders too)
  • -Stun will always end the effect and reset your Ki to zero while in Ki Awoken. (possible counter play with stuns)

This opens two Ki awoken playstyles. The "I gamble for big number-but risk just falling over!" style, or the style that keeps using Ki the whole time to try and keep themselves from self stunning for more consistent stuff. Also makes the Mayelia abuse less predictable thing but still useful as I do not think the effect itself is a problem here.


Of course there are also better ways to make it more interesting, but I thought it be a start to make it strong again for the price it has. Feel free to post your own ideas however.

Edit:
Ideas for Setting sun, turn it blue at 60 Ki, totally not Genkidama. Blue flames hotter. thats the only reason. Believe it

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  Crafting With Words
Posted by: JamOfBoy - 08-05-2022, 01:16 PM - Forum: Suggestions - No Replies

Crafting sucks.

It's mechanically functional. You select an item and make it after a few seconds, provided you have the materials for it. But this is an RP game, where interactions between characters, big or small, develop stories. The issue with crafting is that there's very little interaction to speak of - provided you were doing everything as IC and realistic as possible, you walk up to the crafter in question, request an item, they make it in whatever timespan with however much RP, you walk away with your shiny new axe.

In the extreme cases, what I'm suggesting is what people might already do when crafting items anyway.

But what is Jam's suggestion?
Roleplayed crafting, of course! An extra option for crafting an item which is more lengthy in terms of time, but might snag you a few bonuses along the way. Here's the gist of it:

You begin crafting. You have a 5x5 square in which you can now move - going outside this boundary cancels the craft. You're making a river sword for an aspiring spellblade aquamancer who has deemed you, a budding metalworker, worthy of forging his watery blade. And so you must begin by forging the blade, shaping the metal ingots, heat treating the metal.

Then, of course, you must refine the blade. Sharpening the edges, honing it. Perhaps a fuller or two, just for fun. Now you've got the blade handled, you need...

I'll stop here, but the idea is that the words above, in bold, are little prompts you'd get in the text box or elsewhere - key words to include in your next emote. 

Quote:You begin crafting.
Words of inspiration enter your mind as work: blade, ingot, heat treatment...


Doing so progresses the crafting process. Prompt 1 had blade, ingots, and heat treating. You include these phrases in your emote, you move on to the next step of crafting. So on, until it is done.
But why oh why would you do it this way instead of the normal way, aside from wanting to roleplay?

Well, let's talk about the worth that could be bestowed to this method, starting with the simpler ones:

Taxes. No taxes on roleplayed crafting. This is simple - you are exchanging the money for your time typing out emotes.
Roleplay experience - you earn a % toward your next level from doing roleplay crafting.
More crafting exp - if you spent enough time to make twenty pages using the normal method, thereby giving you twenty alchemy exp, it is only fair you making one with the roleplay method gives you a little extra to accommodate, is it not?

A bigger incentive is an idea that crafts would have bonuses depending on if certain criteria are met; minigames. Perhaps the key words in the prompts are vague, and you'd have to guess them. Guessing correctly when making a weapon might bestow a positive modifier to it, or guessing correctly doing anything else might give you a chance to refund materials spent or double the outcome.

Since this is you likely making something for someone else, perhaps some method of involving other people in the crafting method also benefits the craft! Players in your party might be able to contribute, somehow - every good craftsman has an apprentice.

Ideally, all of these are good, but there absolutely needs to be an incentive for this method otherwise the purpose of it - that being roleplay - will be ignored in favour of convenience.


Now, of course, we have to talk about the glaring drawbacks to this suggestion.

The first and foremost is that if this is objectively better than literally anything else in any regard in terms of EXP, money, or items, people will 100% find ways to speed through it or automate the process.
Macros that have emotes that cover all possible words in prompts can and likely would be used in this situation. There are methods to impede this, but ultimately, I'm not sure there's any way you could prevent someone from doing this.

Secondly, items are boring and, for the most part, worthless in terms of roleplay. You make a potion - so what? Why RP that out? How does RPing it out benefit you or anyone else in any meaningful way, if it's just going to be the same as a potion crafted without RP? The idea behind this suggestion is to make crafting a process of the world, to incentivise you walking up to your local carpenter and getting something from them - to incentivise them making it instead of opening a menu and popping the item into reality. I'm not sure how you'd alleviate the issue that, no matter how much love you put into your longsword, it'll blend in with all the rest.

There are likely a myriad other issues, but I find these two in particular to be the biggest.

This concludes my suggestion. I just think it sucks to go up to a crafter, request a cool item, and all that it amounts to is: Crahf Turr has crafted: Iron Longsword.

i suck at formatting posts

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  [v.2.62c] Mist Armorn't
Posted by: Snake - 08-05-2022, 12:56 PM - Forum: Bug Reports - Replies (1)

Mist Armor is currently going into negatives, instead of stopping at zero. Likely because of the 'increments of 4'.

*waggles eyebrows* Lower to increments of 3 pls?

[Image: unknown.png]

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  Merchan't
Posted by: FaeLenx - 08-04-2022, 07:16 PM - Forum: Suggestions - Replies (1)

[Image: KqYkEUf.png]

Going through trade menus is probably one of the most heinously awful things Korvara has made mandatory for merchant RP. Especially if you don't want to make a google doc. Especially if you're trying to describe a sword that, reasonably if you're trying to sell it to someone, you could just show them without using its proper name.

So my suggestion is the ability to prop your character up as a temporary automated shopkeeper. The inventory could be tied to a separate shop inventory so you could easily prop it up or take it down without having to fumble through game menus over and over. It could be inaccessible inside dungeons in some way.

It'd be vastly superior to our current method of spamming discord for every small item we need.

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  Youkai Ascension
Posted by: renowner - 08-04-2022, 03:18 PM - Forum: Suggestions - Replies (5)

Currently I think Youkai Ascension is really cool. In concept and in practice, as well as in all the cool icons that exist. However there are a few things I don't like about it. I don't like that only certain Youkai have ascensions, and I Don't like that we're able to have as many ascended Youkai as possible. This cuts design flexibility I imagine, as you can't just churn out ascended Youkai in the game or you'll end up with people using fifteen of them.

So here's what i'd propose, to make it much cooler and more diverse:
1: Every Youkai can be Ascended.
2: Ascending a Youkai costs more than it does now. 
3: Each person can only have -one- ascended Youkai
4: Possibly grand summoner gets a passive that allows them to have two ascended Youkai, to fit in their theme of summoning many Youkai. Otherwise Bonders would get a better deal, as they only want 1 or 3 Youkai to begin with, so only one ascended Youkai doesn't really affect them.

If this suggestion seems desirable, then i'm sure you could open up suggestions for what each Youkai's ascended form would be able to do. And icons too i'm sure could be donated as well!

Let us have our bullshit familiar of choice!
Rise up, ascended Jack-O-Lanturn lovers!
Repent the Seiryuu spammers!

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  Pickaxes Please
Posted by: renowner - 08-04-2022, 03:12 PM - Forum: Quality-of-Life (QoL) - Replies (1)

Now that Korvara exists, I am feeling the immense pain of having to purchase hundreds of rusty pickaxes, as there is no 'decent pickaxe' salesman in Korvara. 
At the same time, we're able to buy shovels, Pickaxes, and Woodcutting axes from salesmen in every major city in Korvara. 
Things that are also craftable with the ONE SINGLE EXCEPTION of Pickaxes!

And so my Quality of life Suggestion is simple. Allow us to craft Pickaxes using toolcrafting like any other tool. And maybe have higher levels of pickaxes we can make as well, such as decent pickaxes.

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  [2.62c] Glancing resistances
Posted by: renowner - 08-04-2022, 03:08 PM - Forum: Bug Reports - Replies (1)

Currently it seems that if you trigger a glancing strike while simultaneously triggering "Resist" on a spell, (Untested on basic attacks) it does not lower momentum by 1.

I've noticed this a lot during my playthrough as a summoner, that casting a spell that is resisted will drop your momentum to 3 instead of 4, as intended. Unable to cast the spell a second time that round. However if the resisted spell triggers GLANCING, then you remain at 4m after the spell and can cast it a second time. My Youkai make this happen fairly often. Untested if it works with players as well, but I assume it does.

Steps to reproduce:
1: Make sure the enemy will resist your element of choice enough to proc "Resist!"
2: Hit them with the spell.
3: Hit them with the spell again until it triggers "Glancing"
4: Note the momentum discrepancy between steps two and three.

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  Smart Casting ideas (Tactician Trickery effects for Spells)
Posted by: Snake - 08-04-2022, 12:50 PM - Forum: Suggestions - Replies (3)

Alright alright, someone had to do it and I'll do it. Incoming, boyos.

Trickery Spell Effects can only happen if you have Tactician as your main class, for it requires On My Mark.

Quote:Fire Whip

Trickery: Damage becomes Hellfire instead, and your Tactics Rank is increased by 1.

Quote:Frigid Formation

Trickery: Inflicts Frozen LV(Scaled GUI * 2) for 3 rounds while knocking enemies away from the formation tile, and your Tactics Rank is increased by 1.

Quote:Titan Gale

Trickery: Inflicts Knockdown.

Quote:White Prison

Trickery: The wall becomes empowered, granting protection to adjacent allies from enemy ranged attacks (nullifies damage, but reduces wall's health) and enemy projectiles are destroyed on contact. When an empowered wall is broken, your Tactics Rank is increased by 1.

Quote:Pinpoint Electro

Trickery: Increases the duration of Analyze Weakness/Enemy Evaluation by 1 round.

Quote:Splash

Trickery: Reduces the duration of a random, non-permanent buff by 1 round.

Quote:Acid Rain

Trickery: Inflicts Wear Out LV(Scaled GUI/2) for 2 rounds.

Quote:Dark Eye

Trickery: The Dark Eyes spawn with 7M.

Quote:Sacred Prism

Trickery: Grants Adaptive Barrier LV(Scaled GUI) to allies until your next round. If the barrier is broken, your Tactics Rank increases by 1.

Quote:Domino Resonate

Trickery: On damage, all enemies in 2 (+1 per 15 Scaled GUI) range are also affected by this skill. For each enemy hit, your Tactics Rank is increased by 1.

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